Game Devlogs About Game Design
Dear Arcanists, The Golems have been working out! In the next update , Golems become stronger, smarter, and a little more expensive… Each Golem now hits harde...
As of the past few days as I can guess some of you have see a message on right down side of you your screen saying that web support has ended. Well yes it has a...
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~ NOTE: This post is cross-posted from my blog ~ This is dev diary #2 for my game X-YZE . It talks about a bunch of different topics related to the design and d...
Version 1.1 Changed resolution 720x1240 to 500x800 (for websites) Selected category is now highlighted Added animated background So it turns out, the recommende...
Hi everyone! We recently released a demo for our atmospheric horror game, Penance . The community feedback was crystal clear: the core gameplay wasn't working...
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Have some fun and enjoy the show. Ensure the best time you can have on this cool fall afternoon. Love you all, thank you for the support, now enjoy...
Hey everyone! After the last release, I took a short break to settle into my new job and regain some energy. Now I’m fully back to development — and there a...
A new system has begun taking shape in Arcane Earth… Runes! The games own style of milestones and achievements. Think of them as mystical quests carved into s...
Evolución de sprites - MACKENZIE NAPOLI Mackenzie es uno de los personajes centrales de Sangius: Petrified , siendo de hecho el primero que creé cuando tuve l...
Hello good people 👋 Let me introduce you to someone important in this story — his name (for now) is Otto . He’s an old man, once a woodworker, now living...
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How I made a game on Ludum Dare 58. Below, I'll share the development process, broken down hour by hour. 2-3 hours - concept These are a very important 3 hours...
I have coded in some sound effects to make the game more involving. Some have been edited through audacity while others are direct. I feel like they go well tog...
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My scripts got a little bit unorganized so I am going to redo much of the ui stuff. WHile I was working on the save/load, I messed things up and I had to keep r...
Hey hey, Akua here! I’m the character design and sprite artist of Onigashima, having also drawn the cover art and main menu art of the MC! Also, temporary pag...
Update today so far is the devlog addition to the game's main menu to keep track of things and also some graphical changes as well as a few code changes for rea...
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I wanted Elías, the main character of Penance , to move with a human fragility slow, deliberate, almost burdened by guilt. To achieve that, I used rotoscopy...
Just a little passionate about this one. Included some music I listened to while writing at the top! (Yes drama informs 100% of my creative process and this dev...
Hello strangers! Been working on an procedural intro scene for each lvl as well as procedural lvl generation. The end goal is to give the game some replayabilit...
Speed Trace - Alpha Remember those maze books from your childhood? Tracing paths, staying in the lines, relaxing? Well, forget the relaxing part—you're all gr...
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If you’ve played this game, and you’re not familiar with manual transmissions IRL, you’ve probably spent an annoying amount of time trying to start the ca...
The core of Penance is the deliberately slow, contemplative pace of Purification . Players must Pray to activate Elias's Staff and absorb the Guilt from contami...
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just wanted to let you all know that I am getting back into this project! There has been a big chunk where I wasn't fully focused on it - but I am back into mak...
I finally was able to finish part of a multiple mesh setup in that we now have five primitive meshes we can use! Creating things will be much more dynamic and s...
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tl;dr: things break at high speeds This is true everywhere from physics to software development. In this case, the car would clip into the ground while taking a...
Good day! Just a little update to say that progress on Arcane Earth has been a bit slower lately while I wrestle with some stubborn FPS issues. The game runs in...
Yeah, so. Hi. This is azureXtwilight , project lead for the game Onigashima was never supposed to be a horror game, it was going to be a battle shounen about fi...
Location is important; especially in 3D! I have added four major location points right now for spawning the kinematicbody. I know its not yet 'fun' but at this...
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Most horror games build tension through movement, running, escaping, reacting. But while developing Penance , I discovered that real tension can also come from...
General Update PlinkIdle’s development is rolling along! We’ve been putting together a new build for web, which will likely serve as the teaser/demo version...
Hello all! I am currently adding touch support for mobile devices! I have orbit working so far as of today at 10:56am EST but much work to do :) Stay tuned for...
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~ NOTE: This post is cross-posted from my blog ~ At the time of this post going live, my game X-YZE will have been out for 1 week. This is the first of a few de...
Hi everyone, I wanted to share with you what I consider the most important part of my game Penance : the duality between Faith and Guilt . From the beginning I...
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This is going to be epic! I am completely disregarding the rigidbody phsyics in the 3.x+ version of Godot and writing my own kinematicbody realistic physics! Th...
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Exploring the Haunted Boneyard Reach | The Labyrinth of Time’s Edge Adventurers, The journey continues. I’ve just released a new video showcasing one of the...
Hello good people 👋 Still talking about the core mechanics. Currently, the game has several basic systems in place: Choice System Pop-up Choice Pop-up Scene...
☠💤☠Zombie Destroyer Music release 1.0.2☠💤☠ Zombie destroyer Release 1.0.2 Music https://www.producer.ai/song/d2c09897-4f89-4362-8cc3-3e46e758554c...
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更深入地探索 NetCrusher 的世界 大家好!我一直埋头苦干,构建着 NetCrusher 的世界,说实话,我痴迷于让它感觉……真实。...
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One of the first design headaches we ran into was simple: What happens when the player keeps gaining +1 HP every level? If we didn’t adjust, the game would ge...
Глубже в мир NetCrusher Привет всем! Я с головой ушел в создание мира NetCrusher, и честно говоря, я...
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Hello again everyone! Looks like it's been a long time since the last devlog. (again). Sorry about that! It's for a good reason though actually, as like I menti...
Plongée plus profonde dans l’univers de NetCrusher Salut à tous ! Je suis plongé à fond dans la construction du monde de NetCrusher, et honnêtement, ce q...
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Diving Deeper into NetCrusher’s World Hey everyone ! I've been heads-down building out the world of NetCrusher, and honestly, one thing I’m obsessed with is...
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New features, new maps in DLC, novel project, bestirary 🗞️ NEWS – WHAT’S COMING NEXT? This week I’ve been writing a lot for the main storyline . I’...
The Game will come in isometric pixel art . But Why? There are a few reasons. Let me share them with you. I’ve decided to make this game in isometric pixel ar...
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There are 7 groups of buildings corresponding to the 7 sins: sloth, greed, anger, heresy, gluttony, pride, and lust. Additionally, there is a separate group cal...
Hello everyone, It has been five years since 2020, which means it has been five years since The Geography was debuted to the world. The Geography debuted as par...
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Hello, there. I'm proud to show you the game in its conceptual form while the development is in process. Let me bring a short story for you about the game. This...
Hello there, finally another version of your beloved HEAT! This version is mostly focused on our highly advanced building system should be playable right now so...
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Currently working on the main menu, which will be the entry point for both Puzzle and Quest modes. Kinda cool this all runs on real Game Boy Color hardware!...
Fellow adventurers, The Labyrinth grows once more. I’ve been deep in the halls of the Forgotten Castle, expanding the Hall of Empty Thrones and pushing forwar...
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